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xpuyopuyo(6)							  xpuyopuyo(6)

NAME
       xpuyopuyo - A tetris-like puzzle game for X11.

       This manpage agrees with version 0.9.5 of xpuyopuyo.

SYNOPSIS
       xpuyopuyo

       xpuyopuyo [options]

       xpuyopuyo --help

DESCRIPTION
       Xpuyopuyo  is  a	 Tetris-like  puzzle game where you strive to match up
       four ``blobs'' of the same color.  Each match  gives  you  points,  and
       also  dumps  gray rocks on your opponent which are irritating and trou‐
       blesome to get rid of.  Multiple matches at one time score more points,
       and  result  in	more rocks being dumped on the opponent (much to their
       dismay).	 First person to fill up  their	 screen	 with  puyopuyo	 blobs
       loses.

       The  game  features an AI, and is capable of single-player, human-human
       play, human-AI gameplay, or AI-AI gameplay (demo mode).	It  will  keep
       track of the total number of matches each player recieves, and the num‐
       ber of single-matches, double-matches, triple-matches, etc. as well.

       We ported it overnight to Linux, so we  could  play  whenever  we  felt
       like.  The AI's evolved more slowly; the original implementation took a
       week to develop.	 The current implementation is evolved	using  genetic
       algorithms;  more  documentation	 on this is available in the distribu‐
       tion.  I always welcome new AI rules, or suggestions to improve the AI.

       This version is modelled on several other versions we have seen around;
       the  original (which I have not had the opportunity to play) is made by
       Compile, http://www.compile.co.jp./.

       I release this so others may enjoy it. If this game causes someone  out
       their to flame/flunk out of college, then apologies but it's the game's
       fault, not mine :). Additional information, documentation is  available
       in the distribution.

GAMEPLAY
       The  idea  is to match up colored blobs together.  A match is any chain
       of 4 or more blobs of the same color, that are adjacent to  each	 other
       (up,  down,  right,  or left).  The game gives you a playing piece with
       two colored blobs, which you can move  around  the  playing  field  and
       rotate  as  it  falls  to  the  ground.	 In gameplay, it is similar to
       Tetris.

       You get points for completing a match, and all blobs  involved  in  the
       match  will  disappear.	 Larger matches (matches of more than 4 blobs)
       and multiple matches at the same time score much more points.

       Also, if you are in a 2-player game, then several rocks will be	dumped
       on  your	 opponent  when	 you complete a match.	Rocks have no color; a
       chain of rocks does not complete a match.  However, any	rock  adjacent
       to  a  match  will  be  eliminated.  Again, larger matches and multiple
       matches at the same time will cause more rocks to be  dumped  onto  the
       opponent.

       (The  truly  unfortunate	 may discover the indestructible rock or other
       forms of evil rocks.  You are truly fortunate if you  survive  such  an
       encounter.)

       The  game ends when you fill up your playing field.  So try to keep the
       playing field as low as possible.  See the options below	 for  some  of
       the features of the game you can enable.

COMMAND SWITCHES
       Many  of	 xpuyopuyo's options may be configured by the command line.  A
       summary and description of available options is below.  Note, that some
       options	might  not be available, depending on how you built xpuyopuyo.
       To see a list of supported options, run xpuyopuyo --help.  Options  are
       processed in the order they are read; later options can clobber earlier
       options, so it's good to make the difficulty option the first one.

       General options:

       -h, --help
	      Display a summary of the options available.

       --insanity
	      This is insanity, Max!  Or what if it's genius?

       -1, --oneplayer
	      Select one player game.	No  rocks  in  this  version.	Either
	      player's controls will work in this mode.

       -2, --twoplayer
	      Select two player game, human versus human.  Player 1's controls
	      are on the keyboard, and player 2's are in  the  numeric	keypad
	      (this may be configured, however).

       -a, --aiplayer
	      Select  two player game, human versus computer.  Either player's
	      controls will work for the human player.

       -d, --demo
	      Select two player game, computer versus computer.	 Fun to	 setup
	      two  different  AI's  against  each other and watch them go (the
	      current longest running demo game I've seen was 57  hours	 long,
	      and  that was only ended by a bug in the timer code which caused
	      one of the AI's to pause.	 By the time I noticed what  had  hap‐
	      pened,  the  other  AI had racked up an unbelievable 6,000 rocks
	      against his frozen opponent ...).

       -e, --easy
	      Easy gameplay. Enables options for easier gameplay.  This option
	      is   currently  equivalent  to  --noaidrop  -number=4  --nullify
	      --noindestructibles.

       -m, --medium
	      Medium gameplay. Enables more difficult round.  Currently,  this
	      is  equivalent  to  the  following: --aidrop -number=5 --nullify
	      --indestructibles.

       -H, --hard
	      Hard gameplay. Enables the most  difficult  of  gameplay.	  Cur‐
	      rently,  this is equivalent to the following: --aidrop -number=6
	      --nonullify --indestructibles.  Later options can	 override  the
	      options set by -e, -m, or -H.

       -n, --number=n
	      Specify  the number of colors to use.  This value can range from
	      4 to 6.  The default is set by the difficulty level.

       -t, --restart
	      This is a toggle option.	Automatically restart after  a	``Game
	      Over''.	Useful	when combined with the -d flag.	 The inversion
	      of this flag is -/t, --norestart.

       -T, --tutorial
	      This is a toggle option.	Enable	tutorial  mode.	  In  tutorial
	      mode,  an	 AI  will  assist  you by choosing a move it thinks is
	      appropriate.  You may still control the piece  with  the	player
	      controls.	 The inversion of this flag is -/T, --notutorial.

       --theme name
	      Select a theme to use on startup.	 The default is ``default''.

       --tooltips
	      This is a toggle option.	When set, tooltips are displayed.  The
	      default is for this flag to be set.  To turn off	tooltips,  use
	      --notooltips.

       --quiet
	      This is a toggle option.	When set, no output is printed to std‐
	      out.  The default is for this flag to be cleared.	 To  turn  off
	      quiet use --noquiet.

       Sound Options:

       -S, --sound
	      This  is	a  toggle option that enables music and sound effects.
	      The inversion of this flag is -/S, --nosound.

       --hqmixer
	      This is a toggle option that enables use	of  the	 high  quality
	      mixer provided by mikmod.	 Depending on your soundcard, this may
	      have no effect.  Defaults to off, to turn off high quality  mix‐
	      ing use --nohqmixer.

       --effects
	      This is a toggle option that enables sound effects.  Defaults to
	      on when sound is supported.   To	turn  off  sound  effects  use
	      --noeffects.

       Advanced Options:

       --width=n
	      Specify the width of the playing field.  The default is 6.

       --height=n
	      Specify the height of the playing field.	The default is 14.

       --match=n
	      Specify  the  number  of	blobs in a chain required for a match.
	      The default is 4.	 For more difficult  gameplay,	increase  this
	      value.

       -U, --nullify
	      This  is	a  toggle option.  When on, your rocks can nullify the
	      opponents rocks.	During the game, when  you  complete  a	 match
	      rocks are sent to the opponent, but they do not fall until their
	      playing piece lands.  In the meantime, if	 they  accumulate  any
	      rocks  against you, the rocks may instead be used to nullify the
	      rocks accumulated against them.  If this option is off, then all
	      rocks  that  are	sent  will fall on the opponent -- eventually.
	      This option is on in easier gameplay; the inversion of this flag
	      is -/U, --nonullify.

       -I, --indestructibles
	      This  is	a toggle option.  When on, "indestructible" blocks are
	      allowed in the game.  If a player accumulates a large number  of
	      matches  at  once (a quintuple-match is usually enough), then in
	      addition to several rows of rocks being dumped on the  opponent,
	      an  indestructible  block	 will also fall on the opponent.  This
	      rock cannot be destroyed, and the best the opponent  can	do  is
	      try  to  get  it down to the bottom of the screen where it is at
	      least out of the way.  This mode of gameplay can make life  very
	      interesting,  indeed.   This  is only enabled by default on hard
	      difficulty; the inverwsion of this flag is  -/I,	--noindestruc‐
	      tibles.

       Player Options:

       -s, --speed=n
	      Set the speed for falling blocks for the player, in milliseconds
	      per drop.	 The default is determined  by	difficulty  level.   A
	      typical value is 350.

       -A, --accel=n
	      Set  the	acceleration  of the speed over time, in percentage of
	      time lost per minute.  This speeds the game up  over  time.   An
	      acceleration  is	only  enabled on the harder difficulty levels.
	      The acceleration is a floating-point value between 0 and 1.

       AI Options:

       -r, --airule2=n
	      Select the AI rule for the right player.	This option is	better
	      set  in  the  user  interface,  under the AI menu.  n must be an
	      integer value.  If n is random then a random AI is chosen.

       -R, --airule1=n
	      Select the AI rule for the left player.  This option  is	better
	      set  in  the  user  interface,  under the AI menu.  n must be an
	      integer value.  If n is random then a random AI is chosen.

       -c, --aiscore
	      This is a toggle option.	This is a debug option, and is	better
	      left turned off.	If set, the "AI score" is displayed instead of
	      the next piece in the main game.	The AI score  is  the  ranking
	      for the current move; higher scores mean the AI judged a partic‐
	      ular move to be "better".	 Note that since each AI has  its  own
	      ideas  on what makes a good move, this score is highly dependent
	      on the mindset of the selected AI.  There's not even any attempt
	      to  normalise  the AI score with scores from its peers.  So this
	      number cannot be meaningfully compared  with  scores  for	 other
	      AI's.  The inversion of this option is -/c, --noaiscore.

       -i, --aidrop
	      This  is	a  toggle  option.   If set, the AI is allowed to drop
	      pieces when the human opponent drops a piece.  This  allows  the
	      AI to keep up with human players, and makes for a more challeng‐
	      ing game.	 This option is on by  default	on  higher  difficulty
	      levels; the inversion of this is -/i, --noaidrop.

       Network Options:

       --server
	      This starts a new server.	 The server has the advantage of being
	      able to set the game options.  It will  wait  for	 a  connection
	      from  a client, then the game may begin.	The server will listen
	      on the default port unless --port is also given.

       --client=server
	      This connects to the server specified.  The connection  will  be
	      made  to the default port on the server given, unless the --port
	      option is also given.

       --port=n
	      This specifies an alternate port than the default,  for  network
	      games.

       --networkai
	      Enables  AI  in  a network game.	This is intended for debugging
	      only.  This is a toggle option; its inverse is --nonetworkai.

       Tournament Options:

       The tournament options are for AI breeding mode only, and are not  well
       documented.  They are: -z, --tournament, -Z, --hypertournament, and -Y

       In  the	GTK version, there will be exactly one indestructible block in
       the About box.  Curious, don't you think?

PLAYER CONTROLS
       The player controls are configurable in the game.  They may  be	viewed
       and/or  redefined in the Options menu.  You can define up to three keys
       per action per player.  The actions are left, right, rotate, and drop.

       Note, that when you assign keys, key combinations are not allowed,  and
       you  should  probably  avoid  attempting to assign a modifier key.  The
       keys Enter, P, and Escape will restart the current game, pause a	 game,
       and end the current game (respectively) unless you assign these keys to
       a player control.  If you assign these keys as player controls, you can
       still use Ctrl-R, Ctrl-Z, and Ctrl-P to perform the same actions.

       When  in	 single-player	or  human-AI mode, you may use either player's
       controls to control your game field.

NETWORK GAMEPLAY
       Network gameplay is much like normal 2-player gameplay, except you must
       first setup a network connection between two games.  One xpuyopuyo game
       will act as a server, and the other will act as a  client.   First,  on
       the  server side, select the Network menu, Server and click Ok (you may
       change the port to listen to, if you like).  Then on the	 client	 side,
       select  the  Network, Client Connection.	 Enter the machine name of the
       server and the port number to use (if you changed it in the server) and
       click Ok.

       To  begin a network game, both players must select New Game in the Game
       menu.  The game will wait until both players are ready before  starting
       the game.

AI GAMEPLAY
       AI's are created using Genetic Algorithms.  The flexible formulas allow
       the AI to take advantage of certain scenarios,  and  allow  the	AI  to
       weight  them  accordingly.  The rules are changing constantly as the AI
       evolves, and suggestions on new rules are welcome. A  general  list  of
       strategies follows (not sorted in any particular order).	 The AI checks
       every possible move with the  current  piece  and  uses	the  rules  it
       evolved to determine which is the best move.

       Distance from top of playing field
	      We  don't	 want  the AI to stack up all its pieces at the top of
	      the screen.

       Hard limit to the height of structures
	      As much as we don't like height, we really  don't	 want  the  AI
	      building	things	within	the  top four or so rows of the field.
	      This rule carries a lot of weight in all AI personalities.

       Opportunity to complete a match

       Bonus to complete several matches at once
	      The AI decides this by simulating what would happen  if  it  put
	      the game piece in various locations.

       Penalty for blocking a potential match
	      For  example, covering a hole with three blobs of the same color
	      already present).	 Some AI's choose to break this rule more than
	      others;  in general these AI's tend to get more multiple-matches
	      (often triples or quadruples).

       Eliminating rocks
	      Some AI's consider it a small benefit to	try  to	 eliminate  as
	      many  rocks as possible.	If the AI has a choice of two matches,
	      the deciding factor could be in which one eliminates more rocks.

FILES
       ~/.xpuyopuyo/airule.*
	      A list of AI rules.  To reset the	 AI  rules  to	the  defaults,
	      remove these files.

       ~/.xpuyopuyo/config
	      Configuration  options  for xpuyopuyo.  All of these options can
	      be set from the interface, there should be no need to edit  this
	      file directly.

       ~/.xpuyopuyo/highscores
	      High scores for xpuyopuyo.

       ~/.xpuyopuyo/userkeys
	      User-defined keys for player controls.

       xpuyopuyo.txt
	      Manual page for xpuyopuyo. This is installed to your local share
	      directory, and used for the on-line help system.

       copying.txt
	      Copy of the GPL. This is installed to your  local	 share	direc‐
	      tory, and used for the on-line help system.

SEE ALSO
       The  xpuyopuyo  home  page  at <http://chaos2.org/xpuyopuyo>.  There is
       also additional documentation  in  the  distribution,  under  the  doc/
       directory.

AUTHORS
       xpuyopuyo  was  written	by Justin David Smith <justins(at)chaos2.org>,
       and the original images were designed by Owen Aftreth.  The  first  GTK
       version was ported by Havoc Pennington.

       This manual page written by Justin David Smith <justins(at)chaos2.org>.
       Copyright(c) 2001,2000-1999 Justin David Smith.

       (Please do not list these e-mail addresses on webpages, or list them in
       other packages, without contacting us first.)

Justin David Smith		  March 2000			  xpuyopuyo(6)
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